Hi Conan,
On 21 January 2014 22:47, Conan d...@celticblues.com wrote:
Can a slave camera be used/configured as RTT camera?
Yes, this is common way to implement things like distortion correction -
see src/osgViewer/View.cpp's implementation of spherical distortion
correction. All you need to
Hi Christian,
Thanks for the suggestion. I will try that. It would involve considerable
changes to the visualization setup and update callbacks.
Regards,
Josiah
On 21 January 2014 16:15, Christian Buchner christian.buch...@gmail.comwrote:
can't you split your data set across several 3D
Hi,
During development of a new shader-based point-rendering system I started
getting INVALID_OPERATION at start of State::apply(StateSet*) for the first
rendered frame (subsequent frames are OK).
The scene consists of a geode, shapedrawable box (no stateset/fixed function
pipeline) and the
Hi Micahel,
It could be a big with the GLCompileVisitor not cleaning up on the state
it's compiling. Could you create a small example that illustrates this
problem - such as modifiying one the OSG examples such as osgshape so it
can reproduce the error. With such an example I can then step
Hi,
I have the same issue on my ATI laptop but it is not happening on NVIDIA
machines
Nick
On Wed, Jan 22, 2014 at 1:58 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Micahel,
It could be a big with the GLCompileVisitor not cleaning up on the state
it's compiling. Could you create
Thanks. One more question...
What I am trying to do is render an entity in my scene from 3 (Front, Top,
Side) views, at a constant range/distance. Is a slave camera the best
approach. I have some confusion regarding using slave cameras vs. multiple
views.
CD
robertosfield wrote:
Hi
I would like to be able render multiple views of an Entity in my scene
from multiple viewpoints... Left side of entity, Top of entity, Front of
entity for example I want the camera to be the same distance from
the entity in each case.
From what I have read today, I think I need to use a
Greetings,
I have a multisampled texture that I've rendered my scene into, and I'd like to
attach it to the StateSet of a full-screen quad so I can do some explicit
multisampling. Here is the call I am making:
Code:
fsq-getOrCreateStateSet()-setTextureAttributeAndModes(0, inputTexture,
By the way, here is the warning message I'm receiving:
Warning: non-textured mode '37120' passed to setTextureMode(unit,mode,value),
assuming setMode(mode,value) instead.
The value '37120' corresponds to GL_TEXTURE_2D_MULTISAMPLE .
I'm not sure if setMode is the desired behavior. I'm only
Hi Robert and Nick,
It does very much look like a missing cleanup after compilation.
The following things need to be present:
- a geometry shader
- a uniform
- rendering the node using the above after an object that is not compatible
with the shader program.
I have attached a modified version
Hi again,
I should mention that I am currently on OpenSceneGraph 3.1.4. :-)
Michael
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57962#57962
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Hi Conan,
If you have a RTT Camera per View then the natural way to manage it would
be to have a slave camera on each View to do the RTT, and a slave Camera to
render a quad over the full viewport of that View. The scene graph for
each of the View's would be the same.
Robert.
On 22 January
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